What?: A quick port of caprice32-4.1.0 to ps3 using PSL1GHTV2.
Why? : It was the first computer i own.
Who? : Rtype

Caprice32-4.1.0 PS3/PSL1GHTV2

Modified source code for PS3 to compil and run on the sony PS3 with the PSL1GHTV2 SDK.
you can download the caprice32 original source code here : http://sourceforge.net/projects/caprice32/

As you can see , this is the minimal hack to the original source code to compil and run under the PS3 with PSL1GHTV2 sdk.
All the credit of the caprice32 Emulator to Ulrich Doewich at http://sourceforge.net/projects/caprice32/

Also i use the psg.c & 6128.h & amsdos.h files from wiituka (author:dantoine) at http://code.google.com/p/wiituka/

------------------------------------------------------------

Know Problems:

- Works with a real keyboard or you have to use my lame virtual keyboard :)

- Virtual kbd is weak & wrong ...

- Some pb with SDL1.2 caprice32 code (ex: code Keysym 1.2 different from 1.3) so i make quick dirty hack
not all the keys are working ...

- Sound not working as expected ,no time for now to look at the pb.

- I ve quickly coded a lame disk browser so only file with ext .dsk or .DSK (no more than 400) are showing
the files are not sorting , and the browser/browsing is bad :(

- I ve not tested very well, just few games , so maybe other pb around ...

Sorry for all this problems but i hope you enjoy anyway somes old good games .

------------------------------------------------------------

Quick Install & Start:

- Create somes dir in /dev_hdd0/ :

/dev_hdd0/HOMEBREW and /dev_hdd0/HOMEBREW/amstrad

- Put some cpc dsk (.dsk or .DSK , no zip) in :

/dev_hdd0/HOMEBREW/ST/

- Install the pkg .

- In emulator press L1 to load a dsk
then L2 for execute a CAT on dsk and see the name of executable
then L3 for write a RUN"
and finaly use kbd to write the name of executable and press return ( or CIRCLE )

[*] PSP Launchers Fixed by the PS3 developer jjkkyu is a set of Cobra PSP ISO launchers in PSP MINIS and PSP Remasters modes with added support for adhoc party and right analog stick support.

[*] PSP Remaster Launcher by butnut are two modified versions of PSP Remaster Launcher by @jjkkyu with 3D enabled. One is exactly the same as jjkkyu's, the other has that Japanese language AD-HOC menu disabled.

Once you run the PSP game you will need to press the PS button and scroll over to Settings/Game Settings and you should see some new options including 3D listed there.

These packages can be used even if you do not have a 3DTV but of course your games will be displayed in 2D only.

[*] About PSP ISO Launcher [Remaster MOD by atreyu187]:
"It isn't complete and really should only be used to test on other games with black screen. Until I sort out the additional MINIS2.EDAT & MINIS2.TXT I am afraid Remasters support will not be fully enabled. This has broken a few games for me but also helped me run four previously non-working games as well."

How to install PSP Launcher

* Copy "PSP Launcher 2.0.pkg" to the root of a USB stick/drive and install from [* Install Package Files] in XMB Game column.

Some users have reported problems with some PAL ps1 games on NTSC systems and viceversa. It is a bug that only affects a portion of users. This package solves those problems.

Instructions: after selecting a ps1 game of different TV system wtith mmCM, launch the included application instead of starting the ps1 game with the disc icon.
If the game is of your TV system or if you don't have this problem at all, we recommend to play the game using the disc icon, as always, as it is expected to have bigger compatibility.

- When loading the application PS3 game pad one begins in Mouse Mode. In mouse mode the left stick moves the cursor, Cross sends a left click, and Square sends a right click. Pressing L3 will turn on keyboard mode.

- In keyboard mode, the left stick moves the cursor, pressing cross presses the highlighted key. When a key is highlighted and any button is pressed (other than Cross, Square, L3 and R3) that button will be mapped to the key, in mouse mode pressing the button will be the same as pressing the key on the keyboard. Press L3 to return to mouse mode. This is useful, for example, to map the DPad to the keyboards arrow keys.

- In mouse mode, press R3 to enter joystick mode. In this mode the game pad acts as an SDL joystick.

Issues
_________________________________
- There are still some performance bottlenecks. In testing cycle values above 10000 provided the most issues. Tweaking some values in dosbox-0.74.conf may help to improve performance.

- There are still some usability issues with the on screen keyboard. If a lot of typing is necessary you may consider hooking up a physical one.

- Using the fluidsynth midi synth requires a soundfont is sf2 format. Place the file on the PS3 and edit dosbox-0.74.conf to set the value ‘midiconfig’ to the full path to the file. It’s also necessary to change the ‘mididevice’ option to the value ‘synth’.

- There is currently no PS3 optimized loader. The DOS commands needed to launch the game need to be type every time you start the app. You can reduce the typing by adding common lines to the dosbox config file’s autoexec section.

E-UAE 0.8.29-WIP4 for PS3 release 10
=====================================
- compiled by using psl1ght v.2 sdk
- The full uae documentation is stored in the 'docs' subdirectory, here
you are reading the ps3 port info.

Additional info:
- The program reads uae.cfg during startup. In this configuration file
you should specify all required parameters (memory size, kick rom, initial
floppy disk files, cpu core, chipset etc.).
- Files (kickrom, adf files) are accesible from either usb disk or internal disk.
- NTSC support: press and hold CIRCLE button during emulator startup to initialize
480 lines /60 Hz video mode. If it doesn't work for you, you can press and hold
TRIANGLE button during starup to use the current video mode set in dashboard.
Make sure to change emulator options to actually emulate ntsc amiga machine by
setting ntsc=true in your configuration file or in options.
- Save states are stored in your harddisk directory
/dev_hdd0/game/EUAE00829/USRDIR/SAVE
- to use harddisk file: enter options and mount it the "Hard files" submenu.
Alternatively you can specify the harddisk in your configuration file
by adding the following line:
hardfile=read-write,32,1,2,512,/dev_usb000/uae/system.hdf
or, if the previous one doesn't work for you:
hardfile=read-write,0,0,0,512,/dev_usb000/uae/system.hdf
Normally you just need to change the path and filename of the hardfile. The
first four numbers are the default ones and should work even if your emulated
disk file has a different size. The first set of numbers is ok for hardfiles
formated to OFS (old file system), the second set (zeros) is for harddisk files
formated to RDB (fast file system).

Release log:
============
r10
- graphics port now uses RSX and shaders
- 720p and 1080p resolutions are now supported in full screen without speed penalty
- scanlines have no speed penalty - rendered by the GPU
- emulated video screen can be stretched and positioned (in video menu options)
- added master volume control
- user defined keys are saved and restored from the save state
- emulated video screen scale and position is saved and restored in the save state
- detection of unsupported 576p (PAL) videomode. If 576p mode is not supported
on non-European PS3 models then XMB resolution is used.
- added support for analog stick in the options menu
- cosmetic changes to the UI

r5
- updated to the latest E-UAE 0.8.29-WIP4 source code.
- support for harddisk files
- suport for save-states and save state thumbnails
- modified options dialog (more options are now configurable)
- support for drive sound (new feature that was not finished in WIP4 code)
- RETURN key added to the virtual keyboard
- left analog stick can be used to emulate joystick (R3 switches between mouse and joystick
mode of the left analog stick)
- fixed 2 controller mode: now 2 mice can be emulated as well.
- options dialog hooked up as an euae's gui interface

Updated to 1.3
=====
- Shaders! (hurray!) You can adjust them whenever you want from the settings menu.
- Settings do save, default better and load properly now.
- Lots of other bug fixes.

CURRENTLY IMPLEMENTED FCEU FUNCTIONS
- .zip support
- SRAM support
- State save
- 4P Support
- Settings save and load
- Shader support (Cg format)
- Not all shaders run full speed at 1080p.
- Try lower the resolution for shaders which run slow.
- Aspect ratio makes a difference as well.

CONTROLS IN ROM MENU

Up - Go up
Down - Go down
Left - Go back five file entries
Right - Go forward five file entries
L1 - Go back one page
R1 - Go forward one page

R3 + L3 - Press these two buttons together while in-game to go back to the ROM browser menu.

Right analog left / right - Adjust save state on the fly.

R3 + L3 - Press these two buttons together while in-game to go back to the ROM browser menu.

TIP: You can use any USB controller you like and it will map the buttons on the fly - it is even possible to hotswap joysticks - remove one from the
USB port, replace it with another one - it should all work fine. even SNES-to-USB converters should work.

To play a game with a USB controller as Player 1, start up your PS3 and rather than using the Sixaxis/DualShock3, plug in an USB port before
connecting the controller to the PS3 - your USB pad should then become Controller 1.

HD TV USERS

* For people running this on HDTVs complaining about input lag:
- Turn off all post-processing filters you may have running - on Sony Bravia HDTVs, display Motion Flow (this also causes input lags
with most games in general, not just this SNES emu. If your HDTV has a 'Game' mode or something of the sort, select that as well.

PERFORMANCE NOTES
* Stock shader will run all games at 60fps.
* Some shaders are very taxing currently.
* PAL runs way to fast.

Here is a version for testing, I'm calling it 'Alpha 1'. There's a lot of features in the emulator, and I'm not all that familiar with the spectrum to even begin testing them all. If you find any issues, or have any ideas for improvement, please post them.

If you are using a USB keyboard post any info about non-working keys (likely on non-US keyboards) and I'll add them to the sdcell key map for future releases.

Please read the Readme.PS3 file in the zip for usage info and known issues.

Release Notes:
This is a test release, not all features have been thoroughly tested. Please report any issues and feedback.
Issues should NOT be reported to the FUSE project, this port is unofficial and the fuse team will not be able to provide support.

Usage:
Install the Fuse package on your jailbroken ps3 using normal means.
Either use FTP to store games on hard drive or place them on a FAT formated USB device.
Games should be either uncompressed, or stored as gzip archives. Zip files are not supported.

Controls:
To get started press L2 (by default) to open the Fuse menu.

Input Modes:
While running hold L3 or R3 for a brief period to change input modes, modes include joystick, mouse (the default) and keyboard.
While in joystick mode the game pad will act as a typical joystick.
While in keyboard mode the game pad can be used to send key presses as well as re-map the button usage for mouse mode.
While in mouse mode the left stick can be used to move the mouse cursor and buttons can be used to send key presses mapped in keyboard mode.

On Screen Keyboard:
Use the left stick to move the cursor and select keys, press Cross to press the key.
To remap the keys, move the cursor into the upper-right corner and press Cross to toggle Mapping Mode, the button will be shaded green to indicate the mode is active.
Highlight any key on the keyboard and press the game pad button you wish to map to it, an image of the button will appear on the screen to indicate the change.
The changed mappings will be saved and reloaded on the next session.
The key mapping while the Fuse menu is open is fixed and may not be redefined.

During the menu:
The following default controls are mapped while the menu is open, and currently can not be changed.
Dpad: Navigate
L1-R1: Page Up and Page Down
Cross: Select (Enter)
Circle: Cancel (Escape)
Square: Toggle (Space)

When attempting to change a setting, press Square to toggle it, pressing cross will save the settings and exit the menu.
In order to save your changes between sessions be sure to select 'Save' from the options menu.

Physical Keyboards:
A USB keyboard (and mouse if needed) can be attached and used. However sdcell currently lacks key mappings for most keys not found on US keyboards.
If your keyboard has a key that produces no (or incorrect) input please leave an issue about the keyboard type and non-working key and they will be added in later versions.

When upgrading do not delete your old version, it will delete any savegames you've made. Just choose install package, when it tells you the current version is already installed just tell it to install anyway.

When upgrading do not delete your old version, it will delete any savegames you've made. Just choose install package, when it tells you the current version is already installed just tell it to install anyway.

Aside from the lack of an interface, I think these are starting to work really well.

Release 3
-Settings are remembered between sessions
-Option to underscan output, up to 10% for nestopia and 50% for gambatte
-Option to enable Vsync and Linear Filtering(to reduce scaling artifacts, in exchange for blurriness)
-Maybe fixed sound, maybe not

- Some pb with SDL1.2 hatari code (ex: code Keysym 1.2 different from 1.3) so i make quick dirty hack , not all the keys are working and it's seem to break a lot keyrepeat .

- Hatari & sdlgui use partial screen update , and PS3 SDL don't have hardware cursor code , so i make another quick & very bad hack to show something we can call a mouse pointer (hum i know it's a square) and force the gui redraw , this make the gui very bad and slow, and there is a big lag between mouse action and screen update. Apologize for this.

- In fullscreen mode Gui seem not working correctly so change to desktop mode if needed.

- XMB seem to freeze PS3 when calling from home button so exit from the gui or AltGr-Q combo.

- I ve not tested all the option , just few games , so maybe other pb around ...

Features:
- full set of games, although only older / smaller games are playable
- simple selection of games (no rescanning or installation, just select the
game zip file and off you go!)
- TATE mode switch in the initial menu
- HW rendering using arcade shader
- sonfigurable scanlines (off, 10 - 100 % intensity)
- TV set switch: 16/9 or 4/3
- 2 player support
- configurable button layout for individual player
- sound in 48000 kHz

Features:
- full set of games, although only older / smaller games are playable
- simple selection of games (no rescanning or installation, just select the
game zip file and off you go!)
- TATE mode switch in the initial menu
- HW rendering using arcade shader
- sonfigurable scanlines (off, 10 - 100 % intensity)
- TV set switch: 16/9 or 4/3
- 2 player support
- configurable button layout for individual player
- sound in 48000 kHz

Additional info:
- This is the first release, options are not saved to disk.
Sorry, please wait for the next release.
- I'm using older version of mame because it's faster than
the later versions that use C++

When upgrading do not delete your old version, it will delete any savegames you've made. Just choose install package, when it tells you the current version is already installed just tell it to install anyway.

Aside from the lack of an interface, I think these are starting to work really well.

Release 3
-Settings are remembered between sessions
-Option to underscan output, up to 10% for nestopia and 50% for gambatte
-Option to enable Vsync and Linear Filtering(to reduce scaling artifacts, in exchange for blurriness)
-Maybe fixed sound, maybe not

Tonight, to celebrate the last binary date of the century. We bring you a update to one.

Simply, it updates memory card support and works on the following systems:

3.55 MFW Retail/CEX
3.41 MFW Retail/CEX
3.15 MFW Retail/CEX

3.55 MFW Debug/DEX
3.41 MFW Debug/DEX
3.15 MFW Debug/DEX

(Note: one uses "state of the art" firmware detection to apply patches needed, spoofing simply can not fool it.)

Now not only do memory cards work... but those of you who are on MFW 3.15 can use it too. We told you we didn't believe people should go without features!

The following list of you expressed concern over or claimed you would not vote until savedata was working, well it is ... how do you like one now?
--------------------------------------------------------------------------
We present to you an app that is as simple and to the point as its name:

one

one boots PSX game disks, *ANY* psx game disk, even a game reported to not work previously:

Simply install one, and run it with your PSX cd in the drive the game will start after a few seconds. If you do not have a cd in the drive when you start one, it will exit to XMB.

What doesn't work: Loading from HDD, sorry... you gotta have the disk people.

Q/A, FAQ, aka Before you ask, look ---\/

Q: Multiman does this, why do it separately
A: First, just because we wanted to. Secondly, because not everyone runs Multiman, or (crazy as it sounds) even has a backup manager installed. Third, we don't like people having to choose whether or not to lose functionality.

Q: How do I use this
A: Install the pkg, insert your PSX cd, run one.

Q: How do I install a pkg
A: http://lmgtfy.com/?q=HOW+TO+INSTALL+A+.PKG+FILE+ON+A+JB+PS3+TUTORIAL+&l=1

The PS3 gets some more emulator loving as homebrew dev Robert Broglia brings the PC Engine/TurboGrafx-16 emulator, PCE Emu, to Sony's homebrew-capable console. A port of Mednafen's PC Engine emulation to Android, PCE Emu features "accurate emulation and high compatibility rate, zip file support, backup memory and save state support, and more.

Developer's note:
PCE.emu is PC Engine/TurboGrafx-16 emulator written in C++ for Android, iOS and PS3. It uses the emulation backend from Mednafen and is built on top of the Imagine engine. The source is released under the GPLv3 license.

Features:
* Accurate emulation and high compatibility rate.
* Zip file support
* CD emulation via loading cue files, you must have a system card rom named syscard.pce in the same directory as your cue files.
* Cue files may use external audio tracks in Ogg Vorbis & Wav (PCM, ADPCM, etc) formats (not working on PS3 currently)
* Optional on-screen multi-touch controls in addition to keyboard controls (needs Android 2.1 for multi-touch)
* Backup memory and save state support, one auto-save and one manual slot for save states
* No user activation or other nonsense ;)

PS3SX PCSX port on PS3 using PS3 SDK and psl1ght it's a hybrid for the pre-release.
No source code will be available only when i completely port the emulator to psl1ght.
Before xmas i will update it with a new GUI, save state, and cheat code .

You will also need to obtain the PSX BIOS (SCPH1001.bin) by some means, like Google. We won't be hosting the BIOS here. Find that, download it and the PS3SX archive, follow the instructions and enjoy some crusty-looking PSX titles on your big screen!

PS3Vecx v0.5 - A Vectrex emulator for PS3 by Andreas "Shadow" Gustafsson (http://www.ag1976.com)
Released 2011-01-06.
This is a port of the Vectrex emulator "vecx", by Valavan Manohararajah.
Done using the PSL1GHT open SDK.

Since I couldn't get directory browsing working in PSL1GHT, I precompiled the emulator with a selection of old calssic and new homebrew ROMs.

This is an early version, there is no sound support and probably some other bugs as well.

Thanks to:
Everyone who made PS3 homebrew possible
The PSL1GHT team,
The guys behind PS3Load/PS3LoadX (made development sooo much easier),
The people who created a ready-to-go-dev-VM for lazy bastards like myself who doesn't want to mess about with setting up a dev-environment!

Vectrex

Released in 1982
The Vectrex is an 8-bit video game console developed by General Consumer Electric (GCE) and later bought by Milton Bradley Company. The Vectrex is unique in that it utilized vector graphics drawn on a monitor that was integrated in the console; no other console before or after the Vectrex had a comparable configuration, and no other non-portable game console had a monitor of its own (integrated). It was released in November 1982 at a retail price of $199. As the video game market declined and then crashed, the Vectrex exited the market in early 1984.

Unlike other video game consoles which connected to TVs to display raster graphics, the Vectrex included its own monitor which displayed vector graphics. The monochrome Vectrex used overlays to give the illusion of color, and also to reduce the severity of flickering caused by the vector monitor. At the time many of the most popular arcade games used vector displays, and GCE was looking to set themselves apart from the pack by selling high-quality versions of games like Space Wars and Armor Attack. The system even contained a built in game, the Asteroids-like Minestorm.

Quote Sdw:

Vectrex emulator for jailbroken PlayStation 3 consoles. Includes a collection of both commercial and homebrew Vectrex games.

This derivative of Final Burn Alpha (FBA) called FBANext-PS3 was first introduced in the xbox360. FBANext-PS3 is capable of emulating the following hardware: Capcom CPS-1, Capcom CPS-2, Capcom CPS-3, Cave, Neo Geo, Sega System 16 (and similar), System 18, X-Board, Y-Board, Toaplan, Taito and Psikyo 68EC020 based hardware.

(Changes since r478)
Cleaned up PSGL video driver cut down on code duplication, made a lot of the OpenGL namespace static functions into macros (so they can be inserted straight into vid_psgl.cpp where they are needed) moved the static variables from vid_psgl.h to vid_psgl.cpp
Removed broken shader 2xSaL-HD.cg
Added Jararacas experimental retro shader
Cleaned up PSGL video driver code
Added some more aspect ratios from actual arcade games
Added dot.cg shader
Bilinear filtering can be turned on/off from the ingame menu
Added rotation options to ingame menu.
Changed audio samplerate from 48020 to 48010.
Commented out VidSScaleImage in all of the rendering functions is no longer needed
Auto-aspect ratio modes select this aspect ratio to automatically determine the correct aspect ratio for the game youre loading and then automatically use it. There are two automatic aspect ratio modes Auto and Auto FBA Auto does some calculations to arrive at the correct aspect ratio while Auto FBA uses FBAs built-in aspect ratio settings for each game.
Cleaned up PSGL video driver
Some video optimizations to do with three nested for loops
CPS3 Palette change was only being done when loading/saving a state putting this inside the Draw Frame function was unnecessary when cps3_palette_change was only set to 1 once in cps3Scan so moved the color palette changing to cps3Scan and out of the main frame function. Tested on both 360 and PS3 nothing is affected by this.
Speed improvements to burn.cpp and burnint.h static functions which are only used once in one function inserted straight in in particular, biggest improvement came from turning DrvClearOpposites into a macro. Button input is now blisteringly fast tested on both PS3 and 360.

What's new in this revision added in version 1.1 :
the action replay 1.0 cartridge support can be enabled inside the setting
the datel action replay 1.0 for genesis or Megadrive need to be renamed to areplay.bin and put inside "/cart" folder example "/dev_hdd0/game/GENP00001/cart" Added ini files reader for all paths like bios , roms , cart , state the GenesisConf.ini can be found inside "/dev_hdd0/game/GENP00001/" you dont have to create any folder Genesisplus can do the job for you. you've just setup all paths inside Genesisconf.ini and run again the emulator when Genesisplus create all folders for you just use your best files manager or FTP homebrew for send all your roms ,cartridge or bios the bios is optional by default the GenesisConf.ini use "/dev_hdd0/game/GENP00001" in main path so you can use it or change it . Good news The source code is released on http://www.ps3gen.fr

Eke-Eke for the uptodate version on wii ,psxgroovy at www.psxgroovy.com for the dongle sample :) ,

Mathieulh and ps3mrenigma thanks to http://www.ps3gen.fr for the support and vanou from ps3gen for the french translation .

if you want to donate to support all my dev on ps3 retail
my paypal is : [email protected]

With luv Anonymous

1.3
Custom Soundtrack support select a song/album/playlist from the XMB Music category music can be played both in-game and from within the menu.
Added USB/Bluetooth headset support sound gets output through the headset.
Added Custom Scaling / Dual Shader options from SNES9x PS3 all the same features as SNES9x PS3 now shader presets, custom scaling, dual shaders, triple buffering, etc, throttle mode.
Upgraded to Genesis Plus GX 1.5.0.
Added Genesis FM/PSG volume level settings.
Added Sega Master System mode its now possible to play Sega Master System games this makes use of the Mega Drive add-on Power Base Converter, which was recently added to Genesis Plus GX.
Fix: Two-players should work now
Fix: Virtua Racing works now
Fix: Truxton works now
Fix: SRAM loading/saving should work properly now
Fix: some filebrowser fixes and some additions press Start to return to the root of the filesystem

RetroArch is a modular multi-system emulator system that is designed to be fast, lightweight, and portable. It has features few other emulators frontends have, such as real-time rewinding and game-aware shading.

ScummVM is an emulator for the PS3 and other platforms originally designed to play LucasArts adventure games that use the SCUMM system. It also supports a variety of non-SCUMM games by companies like Revolution Software and Adventure Soft.

+Prerequisites
+=============
+- A homebrew enabled PlayStation 3 console. As of now that mostly means having a custom firmware installed. Obtaining and installing such a software is out of the scope of this document. Sorry, but youre on your own for that one.

+From a computer, download the installable package of the PS3 port from ScummVM's main site. It should be a .pkg file. Copy it to an USB drive.

+After having plugged the USB drive to you PS3, the installation package should appear in the XMB under the "Games > Install Package" menu. Installing it copies ScummVM and its dependencies to your PS3's hard drive. It also adds the "Games > PlayStation 3 > ScummVM" XMB entry which is to be used to launch ScummVM.
+
+Configuring and playing games
+=============================
+The user manual describes how to add games to ScummVM and launch them : http://wiki.scummvm.org/index.php/User_Manual

Port of Snes9x - a Super Nintendo emulator - for the PS3. Note: Installing this will overwrite other versions of SNES9x!

CHANGELOG
=========
Build 4.4.6 (16-02-2010)
===============================================================================
- HD version and Normal version merged into one - there are now HD shaders that
do the same as the previous HD version.
* HD shaders (which upscale the resolution to 512x448) instead of hacked
HD version. '4xSoft-HD' is currently the best out of the HD shaders - more to
come.
* The HD version in version 4.4.5 ran in interlaced mode - with the HD
shaders, you can run in either progressive or interlaced mode.
- Fixed PAL50/PAL60 automatic activation in 576i/p mode.
- Fixed Rise Of The Robots interlacing issues - other games which use
interlaced mode also corrected.
- Fixed Multiplayer controls - only player 1 worked.

Build 4.4.5 (14-02-2010)
- New HD Version - every game runs at the SNES' high-resolution mode (512x448
interlaced mode). Try this with the right shader on (4xSoft) and this can make
the games look beautiful. Both progressive (1080p/720p/480p/576p) and interlaced
modes (480i/576i/1080i) work with this - try interlaced for best results.

4xSoft combined with this HD version also beautifies the pseudo hi-res
transparent background layers in Kirby's Dreamland 3.
- Triple Buffering option added - enabled by default. Faster graphics/shader
performance with triple buffering turned on - some potential input lag with
triple buffering on - turn it off in case you experience problems of this
nature.
- USB/Bluetooth mouse can be used now for Mouse/Super Scope games.
- Primal Rage works again.

I am pleased to finally release my teams port of VBA (Visual Boy Advance) to the public. It is a clean port of the most recent VBA-M emulator, that is fully functional, equal to our teams SNES9X-PS3 and FCEU-PS3 releases.

We spent some time optimizing it. The VBA-M source is not conducive to being run on the PPU. After applying many small optimizations we have obtained 60fps in all the important games.

*1 The CIRCLE button has been doubly mapped to the joystick 'UP' direction. This is useful for platform style
games where the UP direction indicates a JUMP action. Clearly a difference in design aesthetics between joysticks
and control pads, this might be more desirable.

Keyboard Controls:
---------------
RUN/STOP Esc
CTRL Tab

Performance Notes:
------------

Under normal conditions at 1080p, there are no performance issues whatsoever. In fact, under warp mode vice can
achieve 1800% normal CPU speed of an original Commodore 64 (when idle at the BASIC prompt).

Performance will decrease significantly when using the Bloom or CRT filters.
This can be marginally compensated for by reducing the audio quality
(eg: Instead of ReSID-FP, try ReSID or FastSID emulation).

A far better solution is to lower the resolution to 1600x1080, or at worst 1280x1080.
Even the hardest demo wont have any problem running at these resolutions.

Known Issues
------------

- bzip2 compressed formats are currently NOT supported
- Keyboard support may not be correct for non-english / non QWERTY keyboard layouts
- Keyboard support has some remaining bugs regarding shift-keys

- Undecided if display filters should be disabled upon frameskip detection.
Even at the highest ReSID settings the Bloom filter still achieves 20 fps. While not quite 50fps, it's
not *entirely* noticeable. If you experience slowdown using any filters, try reducing the resolution to 720p
or use a lower quality SID setting.

- Fixed a bug when using compatibility mode. Occasionally TDE was not enabled correctly.

Thanks go out to Squarepusher, Shinhalsafar, Cm0nkey, Airmaker for their hard work on the Snes9x PS3 port,
and their cellFramework library. This work also incorporates their menu system and config UI.
Also to the original VICE team for creating a solid and well maintained codebase to work with.